/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/MeshSceneAdapter.h
Run a custom query across all world-transformed scene mesh vertices. Requires that SpatialEvaluationCache is available. The internal loop is run as: ParallelFor(SceneMesh, { if ( MeshFilterFunc(SceneMesh) ) { for ( FVector3d Vtx in Scene Mesh ) { PerVertexFunc(Vtx) } } }
virtual void ParallelMeshVertexEnumeration ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32 NumMeshes)> InitializeFunc, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32 MeshIndex, [AActor](API\Runtime\Engine\GameFramework\AActor) *SourceActor, const [FActorChildMesh](API\Plugins\ModelingComponents\Scene\FActorChildMesh) *ChildMeshInfo, const [FAxisAlignedBox3d](API\Runtime\GeometryCore\FAxisAlignedBox3d) &WorldBounds)> MeshFilterFunc, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(int32 MeshIndex, [AActor](API\Runtime\Engine\GameFramework\AActor) *SourceActor, const [FActorChildMesh](API\Plugins\ModelingComponents\Scene\FActorChildMesh) *ChildMeshInfo, const FVector3d &[WorldPos](API\Plugins\ChaosFleshEngine\ChaosFlesh\ChaosDeformableBindingOption))> PerVertexFunc, bool bForceSingleThreaded )